[D3D12] DXBC internal registers
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@ -65,7 +65,7 @@ void DxbcShaderTranslator::Reset() {
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std::memset(&stat_, 0, sizeof(stat_));
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}
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uint32_t DxbcShaderTranslator::PushSystemTemp() {
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uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
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uint32_t register_index = system_temp_count_current_;
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if (!uses_register_dynamic_addressing()) {
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// Guest shader registers first if they're not in x0.
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@ -74,6 +74,23 @@ uint32_t DxbcShaderTranslator::PushSystemTemp() {
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++system_temp_count_current_;
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system_temp_count_max_ =
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std::max(system_temp_count_max_, system_temp_count_current_);
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if (zero) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(register_index);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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return register_index;
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}
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@ -371,6 +388,11 @@ void DxbcShaderTranslator::StartTranslation() {
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} else if (is_pixel_shader()) {
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StartPixelShader();
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}
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// Request global system temporary variables.
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system_temp_ps_pc_p0_a0_ = PushSystemTemp(true);
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system_temp_aL_ = PushSystemTemp(true);
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system_temp_loop_count_ = PushSystemTemp(true);
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}
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void DxbcShaderTranslator::CompleteVertexShader() {}
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@ -378,6 +400,12 @@ void DxbcShaderTranslator::CompleteVertexShader() {}
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void DxbcShaderTranslator::CompletePixelShader() {}
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void DxbcShaderTranslator::CompleteShaderCode() {
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// Release the following system temporary values so epilogue can reuse them:
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// - system_temp_ps_pc_p0_a0_.
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// - system_temp_aL_.
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// - system_temp_loop_count_.
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PopSystemTemp(3);
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// Write stage-specific epilogue.
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if (is_vertex_shader()) {
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CompleteVertexShader();
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@ -180,7 +180,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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}
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// Allocates a new r# register for internal use and returns its index.
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uint32_t PushSystemTemp();
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uint32_t PushSystemTemp(bool zero = false);
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// Frees the last allocated internal r# registers for later reuse.
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void PopSystemTemp(uint32_t count = 1);
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@ -327,6 +327,15 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// translation (for the declaration).
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uint32_t system_temp_count_max_;
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// Temporary register ID for previous scalar result, program counter,
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// predicate and absolute address register.
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uint32_t system_temp_ps_pc_p0_a0_;
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// Loop index stack - .x is the active loop, shifted right to .yzw on push.
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uint32_t system_temp_aL_;
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// Loop counter stack, .x is the active loop. Represents number of times
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// remaining to loop.
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uint32_t system_temp_loop_count_;
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bool writes_depth_;
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// The STAT chunk (based on Wine d3dcompiler_parse_stat).
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